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LurchBrick Space Crusade PC game

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Re: Space Crusade PC game

Postby LurchBrick » June 14th, 2014, 10:04 am

Yes, that is fixed in the latest version.


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Re: Space Crusade PC game

Postby HeroQuestFrance » June 15th, 2014, 7:28 am

I played the mission in which you have to destroy the generator room.
The message of the end is also out of the box.


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Re: Space Crusade PC game

Postby LurchBrick » June 15th, 2014, 10:04 am

Which message at the end is out of the box? There are 3 possible messages that can be displayed: the text that displays when you win the mission, the lose mission text and the text in the summary box that shows your performance.


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Re: Space Crusade PC game

Postby The Road Warrior » June 15th, 2014, 2:02 pm

the end mission (definitely win, maybe lose as well) text shifts to the left by about 50% of the box width. If you hover over the 'ok' button the text shifts back to the correct position. I'll get you some screen shots later.

I like the changes to the blind grenade animation. Did you change the missile explosions as well?

Really enjoying the game. |_P
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Re: Space Crusade PC game

Postby LurchBrick » June 15th, 2014, 8:14 pm

Thanks Road Warrior. No need for the screenshots, I found the problem and you can download the fix in version 1_4_1.

Yes, I made some minor change to some of the effects. Can't help tinkering with things I guess. :)


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Re: Space Crusade PC game

Postby HeroQuestFrance » June 20th, 2014, 3:55 pm

Well mission : kill chaos commander
first turn : ultramarines
the sergeant enters the board, on the first room the objective : the chaos commander
one hand to hand combat = chaos commander = dead = objective completed !

so ... no need to make enter all other members of the squad.

second team: same thing but i decide to enter wit the commander of the imerial fists and to shoot enough to get 11 points and bring a distinction.

third team blood angels = same thing : only the commander enters

monster turn : they open fire inside the space marines docking !

fortunately they didn't kill one of my space marine

so second turn : all sergeant/commanders comeback to their docks ... but nothing happens : the game continues !
monster turn : fatal error :

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Left Released
for object endturnobj:

Push :: Execution Error - Variable Get -1.chapter(100012, -1)
at gml_Script_boobytrap
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_boobytrap (line 0)
gml_Script_choosealieneventcard
gml_Object_endturnobj_Mouse_7


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Re: Space Crusade PC game

Postby LurchBrick » June 20th, 2014, 8:28 pm

The reason the game kept going is that for the mission to end, all your marines need to leave the hulk. To do this, a marine HAS to move onto the hulk and then back onto the docking claw.

I allow the aliens to shoot into the docking claw as the marines shouldn't be skulking in the entranceway, they need to be blasting some alien scum. :)

Thanks for the bug report, I'll fix that in the next update.


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Re: Space Crusade PC game

Postby LurchBrick » June 21st, 2014, 1:16 am

G'day all, I've started work on adding the Mission Dreadnaught expansion. So far, I've got the Fusion Gun, Conversion Beam and Las-Cannon working.

I'm looking for some feedback on the best way to include these in the mission editor. Should I have a toggle switch that simply says "Allow Extra heavy weapons" and if that gets clicked, then the weapon selection screen will display the extra heavy weapons? And then the number of marines available for the mission will automatically increase to 7.

Also, I haven't played MD in a very long time so I'm a bit rusty on the way orders and equipment interact with extra heavy weapons. I know the rulebook specifically says cards that affect heavy weapons don't work with extra heavy weapons such as the "Heavy Weapon" order and "Suspensors" equipment. But what about targetters? They are cards that affect heavy weapons but also affect bolters? Are there any other cards that you think should affect extra heavy weapons?


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Re: Space Crusade PC game

Postby Goblin-King » June 21st, 2014, 6:38 am

I think you should just add two toggles.

Allow Extra Heavy Weapons. On/off
Increase marine squad to 7. On/off

That way the player/editor can mix and match how he wants.
Maybe it would be fun to try the new weapons, but you don't care for managing 7 marines each turn?

As for the cards. I don't think any of the equipment really applies to EH Weapons. Targeters specifically state that you must check one of the four weapon boxes on the scanner.
The good thing is that the alien event (out of ammo? or something like that...) won't affect EHW either, as it specifically mentions heavy weapon. So there it is.


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Re: Space Crusade PC game

Postby LurchBrick » June 21st, 2014, 7:24 am

With regards to alien event cards, I would have thought that they do affect extra heavy weapons. The rule book only specifies that order and equipment cards that affect heavy weapons don't work for extra heavy weapons, it doesn't mention anything about alien events.


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